Oddly enough there are nineteen weapons to be found in 17 Magical Weapons. The weapons have an interesting feature in them. They have abilities that apply with the weapon on the person and not just when it is being welded. These offer some interesting and new abilities that are good for certain classes. The book advises that campaigns change fro m DM to DM and has some general guidelines for altering the weapons to make them fit better into different campaigns. Here ar ea few examples of weapons from the book:

Arcane Wizardry: This allows rerolls once a day and lets a Wizard force a reroll on someone they just cast a spell at

Barbarian Rage: This allows others to rage, but grants Barbarians bonus to attack and damage and lets them enter a Paradoxical Rage.

Bardic Harmony: Gives a bonus to will saves and has a chance to let Bards deafen opponents.

Clerical Restoration: It helps heal the person with the weapon and lets a cleric be more effective with their own healing spells.

Dragon Perception: This is actually ten different weapons one for each of the five metallic and chromatic dragons. They offer abilities in theme with the dragon the weapon is named after.

Druidic Vision: The weapon allows welders to leave people staggered and lets Druids speak in different forms.

Exhaustion: This weapon has a chance to exhaust people it hits.

Fighters Lament: It can panic people but in the hands of a fighter it can help dispel magic.

Knockdown: Once a day it has a chance to knockdown people it hits.

Leaf Giving: This odd ability can improve the welder?s armor class and make fruit become ripe.

It has a nice mix of items for different classes. They can easily be used by NPCs and PCs alike and for the most should offer some new and different magical weapons that the PCs are not going to be familiar with.